# This is a comment
# Comments start with '#' character and are stripped away when parsing

# Follow definitions of acceptable objects that can be created - any other string will produce parsing error

# Follows mesh definition
# mesh accepts only the parameters listed below - any other string will produce parsing error
# id should be a positive integer and unique for each mesh defined in the scene file
# id is not the actual id used in the program but is used to link object3D with a mesh
# filename should be a valid file path only obj triangular meshes supported
mesh
id 1
filename assets/girl_mres_tri.obj
/mesh

# Follows object3D definition
# object3D accepts only the parameters listed below - any other string will produce parsing error
# id should be a positive integer and unique for each object3D defined in the scene file
# id is not the actual id used in the program but is used to link hair with an object3D
# meshId links object3D with a mesh
# transform is a sequence of 9 values in the form:
# euler_angle_x euler_angle_y, euler_angle_z scale_x scale_y scale_z translate_x translate_y translate_z
# rotation is in xyz order
# transform translates to 4x4 column major matrix placing the object in space
# collisionShape is defined as transform and translates to 4x4 column major matrix
# collisionShape defines an ellipsoid with which hair will collide
# there might be more than one collisionShape defined for the object
object3D
id 1
meshId 1
transform 0 0 0 1 1 1 0 0 0
collisionShape -29.937 0 0 1.821 2.589 2.191 0 2.591 0.139
/object3D

# Follows hair definition
# hair accepts only the parameters listed below - any other string will produce parsing error
# id should be a positive integer and unique for each hair defined in the scene file
# id is not the actual id used in the program
# objId links hair with an object3D
# faceCnt defines number of faces to put hair on
# NOTE: faceCnt should precede faceList for hair to be parsed correctly
# faceList contains face indices and can be autogenerated by Maya:
# import the obj file used for the mesh above, select the faces to put hair on and run script from assets/MayaGetSelectedPrimitives.py
# this will output faceCnt faceList, copy-paste here
hair
id 1
objId 1
# AUTO GENERATED BY MAYA
# selected faces:
faceCnt  1080
faceList 2204 2205 2206 2207 2212 2213 2214 2215 2220 2221 2222 2223 2228 2229 2230 2231 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2893 2898 2899 3252 3253 3254 3255 3256 3257 3258 3259 3260 3261 3262 3263 3264 3265 3266 3267 3268 3269 3270 3271 3272 3273 3274 3275 3276 3277 3278 3279 3280 3281 3282 3283 3284 3285 3286 3287 3288 3289 3290 3291 3292 3293 3294 3295 3296 3297 3298 3299 3300 3301 3302 3303 3304 3305 3306 3307 3308 3309 3310 3311 3312 3313 3314 3315 3316 3317 3318 3319 3320 3321 3322 3323 3324 3325 3326 3327 3328 3329 3330 3331 3332 3333 3334 3335 3336 3337 3338 3339 3340 3341 3342 3343 3344 3345 3346 3347 3348 3349 3350 3351 3352 3353 3354 3355 3356 3357 3358 3359 3360 3361 3362 3363 3364 3365 3366 3367 3368 3369 3370 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# helicalRadius/helicalPitch - helical radius for a curly strand ( if 0 => straight hair )
length 6
lengthVariance 1
helicalRadius 0.35
helicalPitch 0.18
density 0.001
thickness 0.07
nParticles 17

netForce 0 -9.81 0
drag 0.000001

resolveCollisions 1
resolveSelfInteractions 1
selfInteractionDist 0.4
selfStiction 0.3
selfRepulsion 0.000005

pbdIter 10

bendStiffness 0.00006
twistStiffness 0.0005
maxElasticForce 100
minimizationMethod none
minimizationTolerance 0.1
minimizationMaxIter 10

/hair

# use timestep < 0.03s
# use iter 1
